Advanced Balrog (Boxer) Mind Games + Tricks

I don’t follow.

Are you asking if you super before his ultra? Because you’d have to be psychic to see that

hold the charge and do it after the ultra flash.

That’s so sad americans atte so far behind japanese players. They’ve been doing this since sf4 smh…well I have been doing this

Geez dude. Calm down. It’s not like it’s new to me. It’s not like I haven’t seen Keno do it a crap ton of times. I just didn’t know the two different motions can cause the strong HB to go both sides. You’re so mean! And plus, I just decided to finally run through pages of this thread and apparently stumbled upon this.

Lol, Rog mind games.

Just wanted to note, at high level NO ONE ever eats DSB.

Very well written and very usefull. You are a god. This will help me level up my game considerably. thank you so much :slight_smile:

keno begs to differ

although i believe it was the shock of actually seeing a dsb that let him land it, because he didn’t get away with it more than once

lies you just gotta train them to block low with sweeps and low rush punches, then they hesitate for a moment when you go for the DSB

Hardly advanced but works for me as a nice starter move against shotos: tap held at start, lk rush upper… Blocked, They sweep, I release tap and the inv startup causes their sweep to whiff, they get whacked and then I link into lp straight… Two hit counter plus the initial chip from the upper. Works for me quite a lot. Probably not safe and very scrubby, but funny when it hits.

Maybe this is a well known trick/technique, but I’ve never heard about this before.
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I was playing some casual matches and accidentally did a backdash super from a focus attack. I knew about dash super/ultras, but I didn’t know that backdash is also possible. Also I don’t know if this is useful at all…

Did you guys know that Balrog can charge two different taps at once? I just did 2 level 3 taps consecutively in a row lol

Only a Rog player would know so little about his character 3 years after the game was released.

A frame trap I have started using in AE. (It may have been talked about before) Safe jump RH, Cr jab, close St MP, Ex overhead, cr mp xx head butt.

The reason why I feel this works so well is that cl st mp is -2 on block and gives your opponent a false sense of security.

Most common way I fish for DSB is usually a TAP (After knockdowned opponent, to get close) followed by meaty CMP on their wakeup, DSB. With exception to invincible frame wakeups, it’ll CH attempted jabs etc or stuff (Or hit before activated) throws and by then people go autopilot and hit downback, by then while they’re in hitstun or blockstun, you’re already halfway through DSB motion. Not literally but visually. Of course, anyone with reaction time can still block it - But thankfully I don’t play many people with said reaction time as we’re all scrubs on GFWL, yes, me included.

Can see me use it at the 30second mark - Watch that HP bar melt! Pay close attention to it because when it connect you would sometimes swear it looked like a combo, there’s very very few frames between the hit/blockstun and the DSB connecting. It’s not rocket science either way but it’s one of my long-term typical Balrog trademarks, been using it forever. Unfortunately, regardless of wether CMP hits or is blocked, they still have the same chance of blocking it but its mostly about being unexpected.

Chance is increased (Dependant on player reaction and ‘schooling’) if playing people/characters who allow you to constantly pepper them with DLB (Dash Sweep) and/or by constantly fishing for CMK (CForward) or Sweep as pokes or in blockstrings - It basically constantly enforces them to watch their low-guard. I will always look for CH CForward into Sweep (It combos), and usually throw quite a few CJab CMP DLB blockstrings as the pushback you get on block is quite good making it relatively safe (Character dependant) and keeps reminding them that they need to block low.

I recently played a set versus a guy I’ve sparred with since vanilla who is very VERY aware of my ‘antics’ and predictable shinanigans - Eventually they still connect when I repeatedly encourage him otherwise. He’s so used to my DSB attempts that he actually ate an obscene amount of low hits because he was expecting overhead. And then as he’d adapt and go back to blocking low, THEN you throw the damn Overhead. He’s good enough to block them 75/25 which is far more than the common players I meet on GFWL but it still connected with sheer repeated low blows.

Very old news Im afraid. Infact it’s ancient SENILE old news, been known since day one of SF4.

To another player above, you can BDash and FDash into Ultra.

FA Dash Ultra’s:

FA, Double Tap Forward, Back, Forward 3xK/P
FA, Forward, Double Tap Backward, Forward 3xK/P

In addition to the above, which is the ‘common’ way, I’ve been having fun with the discovery that L3 FA allows additional charge time - Explained it in my old vid submitted to the media section, works for all charge characters and allows you ease of backdashing or forward dashing into any special, super, ultra or even downcharge moves. Unfortunately this isn’t very useful because landing a L3 FA in an actual match requires dizzy or sheer ballsy luck, but it makes for fun training room antics.

I am disgustingly proud of the simplicity of the combo at 1:58 - You’ve no idea how hilariously stupid it looks to forward or backward dash into an OVERHEAD on a crumpled player and combo into whatever you like, it looks stupid. The combo right after it also just an amusing extension of my No.1 favourite Ultra setup, crumple TAP Dash Ultra.

Perfect Meaty training tip:

On a no block dummy, Do an untechable knock down on a dummy and then a meaty cr. mk. Then plink a sweep.
If it combo’s, you hit the cr mk meaty. If it whiffs you hit it way too early. If it doesn’t combo the cr. mk was a few frames late, or you didn’t plink the sweep correctly.

You can do the same practice with a meaty jab.

So ummmmm can anyone hook me up with a list of Balrogs option selects. Also can someone explain what a meaty is. From my understanding its when you hit them after a hard knockdown to where they can’t wake up or do anything of the sort.

Posting this here because I have never seen this before in my life, and I guess it’s advanced, hard to re create but pretty hard to read

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rope drink posted something similar. I think it has more to do with the fact that Bison was crouching than the fact that it crossed up. Seeing it (and doing it on accident a couple of times). I’m almost 100% sure that the only reason it crosses up is because Bison or whoever is crouching when it occurs. j.hk hits in front 100% of the time because the hitbox doesn’t extend behind his center-line unfortuneately.

…until someone proves me wrong.

You can test this with headbutt, very slight delay, j.hk. If you do it on an Abel dummy with quick stand on, if you time it right, you’ll see a hella ambiguous j.hk which aim’s behind his head, but always lands in front.

j.hk can cross up it’s hard to do though. I was trying to find some sort of setup in the corner but only managed a cross up but couldn’t get it to hit in front. Try forward throw, dash, cr.mk slight delay j.rh and it crosses up on larger characters.

Not sure if it was corner specific but I couldn’t really find a practical use for how hard it is to time so I gave up on it.